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v0.3.0
v0.3.0 — Changelog
New screens & exploration
- Start/Title screen and News screen with new artwork
- Dungeons! Dungeons now generate and can be entered; rewards and battles aren't settled yet
Better duels
- X spells: you can now pick how big X is when casting
- Stack now shows X values and arrows pointing at targets
- Click the graveyard to view all cards; the top card is visible
- New ability chooser when a card has multiple options
- Battlefield reorganized into 3 rows: creatures, other permanents, lands (cleaner reading at a glance)
- Animated lands (e.g. Mishra's Factory) finally show up in the creature row
Decks & shops
- Starting decks built using card power tiers — better, more playable openers
- Card shop prices toned down (now 5–150 range)
- Shop inventory generated when you enter a city
Fixes
- Save/load no longer breaks enemy sprites or miscounts cards
- Audio no longer crashes or runs nondeterministic checks
- Various sprite/transparency cleanups
What's new under the hood (mage-go rules engine)
More cards playable
- 22 new Fourth Edition cards implemented (Rag Man, Stone Giant, Goblin Rock Sled, Living Artifact, Angry Mob, Gaea's Liege, Marsh Viper, Mana Clash, and more)
Cards behave correctly
- Animated walls can now attack
- Auras fall off when their target stops being valid
- Tokens correctly vanish when they leave the battlefield
- "Can't attack this turn" effects actually stick
- Multi-blocker combat damage can be assigned properly
- Attack-alone / block-alone restrictions enforced
Rules fidelity
- Priority order respected throughout the turn (sorcery vs. instant timing now correct)
- Mana pools empty between phases (no more carrying mana)
- Multiple triggers fired at once now stack in the right order
- Draw step works properly (no more drawing on turn 1, priority granted after the draw)
The short version: more cards work, the rules cheat less, and the duel UI tells you what's happening. Plus dungeons.
Full Changelog: v0.2.5...v0.3.0